Nice, i like the new replay features, i dont really care about the new icons for your position in a league.

03-01-2011 02:44 AM

Cazaril

Let me know if there are other things you want to see and I'll screen shot it

03-01-2011 07:49 AM

BabeSlayer

what graphics setting are you playing on? That just looks weird....

are there any balance changes in 1.3?

03-01-2011 09:51 AM

Moderas

1. I believe what you are noticing is the low texture detail. Many people prefer to play on that setting because it is less distracting and clears up some of the clutter during battles to help you see/micro clearly.

2. Balance changes are:

GENERAL
- Players can no longer hide units by setting them in a close proximity patrol (Viking flower).

PROTOSS

Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

I feel the Kaydarin amulet change is a perfect move. Late game Templars against both Z and T made the matchup nearly impossible and the upgrade allowed Protoss to protect entire expansions from harassment with just 1 unit which could be warped in after the drop. The stim change is in the right direction as well, but I'm not sure if it is the right change. Terran early game pushes are too powerful atm but I think the +1/shield push will replace the stim push with this change.

03-01-2011 11:42 AM

Ketroc

I like the changes to bunker, stim packs, bcs, and zealot charge. Mothership toilet was just a toy so no biggy. I don't like the removal of amulet... it's too big of a nerf. Would be nice if they just prevented the imba warp-in storms without nerfing templar on the whole. Like giving templar 60 base energy, or making amulet +15-20 energy. Infestor/fungal is a big change... I can't theorize the implications of that.

03-01-2011 03:20 PM

Cazaril

I'm running low graphics high texture as my laptop can't handle more

03-03-2011 11:03 AM

McWill

mixed feelings. blizzard seem to be changing stuff that was ok and leaving the actual problems in the game...
removing the amulet is pretty bad imo, it costs 150 gas for toss to waste some medivac energy. thats in addition to the 400 400 costs of getting something that is weaker than EMP in the first place (which is free)
insta storm was good for defending expo. planetary fortresses are better.
terran ground > toss ground
terran caster > toss caster
cool.

The problems with sc2 are marines and colossus imo -the latter of which you will see in every game now vs terran because HT is worthless (tip: blindly make vikings for a free win) - Marines are now even better vs zerg as no competent terran will get hit by the really slow fungal missile. infestors weren't good enough to begin with, now they are worse.
mothership wasn't good to begin with, its now worse.
battlecruiser speed- good.
larva, mule, chrono alert- fucking stupid
bunker time increase - one free win build vs zerg nerfed a little - obviously good.
stim research time increase - not sure if i like it. A +1 armor zealot sentry timing push might outright kill terran with no wall, voidray pushes will kill you if you do wall, then there is the 4gate.

not sure how i'd balance it though. marines are too good vs zerg but if you make them weaker/slower and aggressive toss will kill terran..
colossus are way to powerful and gateway units are slightly too weak. playing protoss is pretty boring atm. survive long enough to get out enough colossus to attack move everything on the map. but stronger gateway units would be a nightmare early game. warpgate research time increase, or +2 per upgrade instead of +1 maybe?
maybe colossus shouldn't do full splash damage?

03-03-2011 12:09 PM

Moderas

Something 100% has to be done about Kaydarin amulet for Terran to have any chance in the late game. Rather it is removed all together, lessened to ~65 energy, or stays as it is but Storm itself is nerfed, it needs changed.

03-03-2011 01:52 PM

Flamga

Maybe a cooldown when the HT spawns, so that it cant be used straight away, as thats the issue I think, them warping in HT's and storming straight away, hence they can use them only when they need em :/

03-03-2011 02:42 PM

Lemanruss

Hi, everyone, I must admit that somethig needs to be done about the HT Kaydarin amulet, but I think that their solution is a little bit too extreme. They just shuould have "nerfed" it, and not removed.
About the Infestors....it's the same problem as before...making it a missile is "hilarious", I mean, c'mon they are pretty useless and hard to master now(yet they are a great support), but making it a missile and reducen the stun time...it's way to much. perhaps it needed to be nerfed in time of stun, I think possibly to 6 secs, but to 4!!!!!! it cost 75 energy... and it's a expensive unit. Is it that they want the Zergs not to be used with micro at all???? Is it to makes us "forget" about this unit? I think HT Psionic storm, or even raven seeker missile are more OP, and they remain the same. The issue discussed here is not that other habs are OP, but that the nerfed put on FG makes no sense at all....

Well by now those are only beta notes, let's hope they change it before applying it to the game.

03-03-2011 03:30 PM

Moderas

The FG change is not necessarily a nerf. It's DPS was doubled against non-armored and more than doubled against armored units which will make it much greater in an actual encounter- especially vs. a Protoss death ball. The reduction in stun time, however, reduces its pure utility significantly and the change to a missile is in my opinion a terrible idea. As long as Feedback and EMP are still instant, Fungal should be.

03-03-2011 07:02 PM

smagee

Agreed, the Growth adjustment is less of a nerf and more of a complete transformation of the skill. Now it's a damage ability, whereas before it was a utility skill that allowed you to easily control the enemy's movement. Not saying it's better or worse now, but it absolutely changes how it is used. An interesting change, to be honest. I'm surprised they'd go with something so drastically game-changing rather than their usual tweaking style (adding time here, a delay there). I suspect they didn't truly think the change through from the start, but we'll see how it ends :).

03-03-2011 08:25 PM

NightlyNews

One thing I'm confused about.

Doesn't fungal do damage over time. So if the time is cut in half does that mean the dps was doubled, but the final damage is the same?

Honestly this seems to make infestors better against toss, but worse versus terran. Just a guess though I haven't touched the beta.

03-03-2011 09:48 PM

smagee

My understanding is that damage is halved, as it's the same rate for half the time. The obvious exception is against armored, which I'm guessing they threw in to ensure that it retained some use for countering stalkers. Interesting aside, note that in the last two patches, they've tried to do something to modify Growth's impact on the Stalker. It would seem that Blizz feels that the Infestor vs. Stalker battle is somewhat skewed towards the former right now, but can't find a good balance to fix it.

03-04-2011 03:19 AM

Lemanruss

If the true problem was the stalkers, they should have kept the hability of the FG to disable stalker's teleportation. As we know, the Infestors are weak units, so it's a support unit not a DPS unit. Changing FG from crowd control for dps seems absurd to me, for dps they have dead marines. And I think is a higher dps contribution 4 secs of stun than the raw dps they added. Also, transforming FG into a missile...It seems a nerf to me, reduced stun time and missile....c'mon. I always felt the Zerg as a heavy macro race, in fact they don't have almost any hability for micro, rather than burrow, and the Infestors(all their habs), while Protoss or terran require more micro with tanks, Bcs, ghosts, raven, stalkers, HT, guardian,carriers, mothership...It seems to me that they are symplifying Zerg too much, it's a pitty because I love micro. So, they loose the few options for micro, but we will see. Nothing like trying it, but in text, it seems a huge mistake for me.

03-04-2011 06:20 AM

Moderas

Just to clarify, the spell still does the full 36 damage, it just does it twice as fast. It now does 8 DPS instead of the previous 4.

03-04-2011 01:36 PM

Ketroc

I expect this fungal nerf will end up being a big buff when people start to use it. Practice your emps and feedback as I'm guessing that these will become standard when facing Zerg.

03-04-2011 02:39 PM

IceCraft

Just played 3 games of PRT, theres like hardly anyone who plays it. lol
Vs'd toss 3times in a row ):
I really love the new features in the replay, its so enjoyable :D

03-05-2011 02:45 PM

Ketroc

Quote:

Originally Posted by IceCraft

Just played 3 games of PRT, theres like hardly anyone who plays it. lol

That's just cuz people think it's a nerf. Noone used psi storm or 60dmg siege tanks in beta too cuz they were nerfed from brood war.

03-07-2011 11:11 AM

McWill

will be interesting to see how new fungal works but i'm skeptical as it give you extra time to split up units and avoid it.
i still don't think warp-in storm is imba vs terran, please correct me if i'm wrong - i don't play terran - but if your going heavy bio you want your units split up to begin with as they are strongest in small groups. AOE units are supposed to be the hard counter to bio, if people go overboard with HT's can't terran make something that isnt marines? you cant make an army that is directly countered by your opponents and expect to win. imo its like going pure roach vs banshee, or pure marine vs baneling, its supposed to lose. harassing may be difficult with warp in storm but defending without it will be a nightmare. i don't know how i'm going to protect my base from mutas or drops effectively now, delaying a push for 30 seconds and leaving your most important units in your base because you MIGHT be harassed will significantly weaken my push.

03-07-2011 01:34 PM

NightlyNews

I don't think it's meant to balance vs terran because a single storm wouldn't protect a base from a raud drop. It's mostly because warp in zealots to block and storms to destroy shuts down any chance of a zerg counterattack.

Using it wisely pretty much shuts down the speed advantage of zerg :/ and you shouldn't be able to attack with your whole army and not be afraid of harassment or a counterattack.

03-07-2011 03:25 PM

Moderas

You will not find a SINGLE pro gamer who supports the ability to warp in storms. InControl, NonY, IdrA, MKP, Bomber, Tasteless, Artosis, and many others of all 3 races have already voiced their approval of removing warp in storm due to the fact it makes toss late game to a level that is almost unbeatable. Once Kaydarin is out you CAN NOT harass a protoss, and considering Terran's rely on harass to get to late game int he first place that is a bad thing. In addition, bio armies become 100% worthless. Even if you spread your units they can spend 5 seconds on a warp in and have enough storms to cover the entire concave. Warp in storms also prevent T or Z from leveraging a battle victory. If you beat their army, they will just warp in templars and storm the hell out of you when you try to take out their expo.

Kaydarin is in no way a good mechanic for a competitive game to have. While I do think the research should be kept, it should be reduced to starting at say 65 energy.

03-11-2011 05:00 PM

McWill

its very deadly lategame i completely agree, toss is very powerful lategame but sucks early on, the standard is currently get enough sentries to avoid fighting, because if you get into any kind of fight you lose (unless cheesing).
I've been experimenting with the double forge pvt style and i it seems that 0/0 upgrade bio can stim and attack move through a gateway army of equal value with +2/+2 ups so does it not make sense for toss to get a powerful caster to turn the tables?

i'm not raging at balance here, just trying to understand the reason behind the change, as i said above i don't really like the stim change, even though it will help my early game quite alot.
for what its worth i'm starting to agree with the change. alot of the troubles i have is because i don't make colossus (i hate them and how they are needed in every single match-up for toss to be good) when you skip colossus HT's become so important for staying alive, but i recently discovered that when you pair them with colossus it becomes quite a bit stronger.
why i initially hated this change is because now colossus is going to be the only viable option, and were going to see them every damn game, making toss a very boring race to play :/

edit: just feel its worth noting. i played a terran who actually transitioned out of early game units once i got amulet and erm.. 7base protoss with 16warpgates of amulet templars is not so scary for 3.5 base terran with thors.